those are dynamic shadows. the editor hides them once the object gets too far away from the camera. if you want "real" shadows you need to bake them. 1. make sure the model you exported has 2 unwrap channels, 1 for textures and the 2nd as a unique unwrap for shadows. (if your asset doesnt have a 2nd unwrap and you cant get…
UV1 (uv0 in unreal) for your tiling textures, which are scaled properly in your 3d program to the correct texel density. This can be scaled past 0-1 and overlapping/inverted etc. UV2 (uv1 in unreal) for unique unwrap within 0-1 for masks, light maps, etc. Cannot be overlapped, or inverted. You can use different or…
Multi tile UV mapping; http://area.autodesk.com/tutorials/part_1_multi_tile_uv_mapping Basically when you scale the unwrap over the normalized 0-1 range in UV coordiates it starts to tile. If it's a bunch of connected cliffs I'd suggest a cylindrical unwrap to get all the faces connected and in a big line, then scaling up…
--- Blogs/Sites http://www.liveworkshop.com/ http://www.workshophatemachine.com/ --- Tools MESA - maya plugin for working with source files, import and export The objective of MESA, is to make the full asset creation process within the Maya interface so it supports mod and item creation with any games that have workshop…
Here's a few links I know. All 2112 models free, (just need to find the best ones) https://free3d.com/3d-models/characters (Click on free next to pricing) https://www.cgtrader.com/free-3d-models/character http://www.all3dfree.net/3d-characters.html…
Yep that's the way I've always done it too. Implementation note: if you're feeding this into distortion, do not include the boxed bit that moves it from -1 to 1 space into 0 to 1 space. The distortion input is a vector2 input that scrolls the framebuffer around and packing it into 0 to 1 space makes it only distort in one…
Hey man, cool idea and great job! Really cool overall! I agree with what mezz pointed out though. In addition to Mezz's crits: At 0:27, where the guard drops the kid. The kids upper body bends waay too much. At least from that cam perspective. Feels a bit like he broke his spine. :D At 0:47, where the guards is holding the…
a better way to do this would be to check if the UV checker is turned on or off and toggle it based off that - and not use a boolean at all. you can read the state of the checker map by querying the UI like this: int $checkerState = ` textureWindow -q -displayCheckered polyTexturePlacementPanel1`; then you can use the…
It's difficult to explain in a succinct way and there are large functions involved but the jist of it is as follows... lay out a grid of shapes in an fx map. Sample outward from each shape in as many directions as you can be bothered at a radius you decide is sensible. Move the shape towards the brightest sample.…